mlvl = monster level
clvl = character level
xp from items is added to the modified (by clvl-mlvl) base monster exp for clvl-mlvl<6. Otherwise it is not counted.
It has also come to my attention that a lower level hero grouping up with higher level heroes will get have severely reduced xp gain. The specifics as of now are unknown.
Source: mfb(indiablo.de), me & others
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
So, I've been playing the beta for 4 hours straight now.
I got my hand on +9 XP bonus items, so I could test some stuffs.
If you kill a Risen with Level 9 you get 4 base exp. Which is a 90% penalty for a 8 level difference. At level 1 they give 40 exp. Anyway the +XP items are not effected by this penaltly. Hence, after equipping I got 13 exp a kill. There formula is therefore...
xp = (baseexp * penalty) + itembonusxp
I wonder where the bossmod comes in. I'll be testing some more.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Wizard.
They like on the whole. Academic Skills hve been renamed Signature skills. They get cheaper as you level up. They like that. Tweaking numbers on skills that cost Arcane Power or not, to make sure the balance is good.
The biggest change is that their skills have changed to % weapon damage. They wanted to make casters value their weapons more. So does this mean a Wizard should use a big 2h weapon? Not so much, since weapon speed ties into casting speed. Makes daggers and waads more powerful.
Additionally there is usually +Wiz Damage% on wands. So 2 reasons not to pick a huge two-hander over a wand.
Source: Incgamers
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
The screen isn't full front and the image is kinda blurry, could be a 3 or an 8. You are right. Still the best one of those I have seen so far. Most of them videos (even at 1080p) are impossible to read, as they were screencaptured.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
I'm aware of your numbers. Anyway, despite not knowing the formula (you guessed: it's a server side calculation) we can however see a trend. This is for the Wizard.
As we can see at 30 Vitality it is close to Health = 7 * Vit.
Lvl Vit Hlth Hlth / Vit
13 80 408 5.1
I also have this value, found in a youtube video. To me this appears to be based off Vitality independent of Level. As Vitality goes up (by whatever means: level, items) the benefit decreases from 8 * Vit -> 4 * Vit. This seems to be a counter messure to limit Vitality stacking. On the other hand, it's probably safe to say +health% items will still work as they used to (nvm, just got a few values. tnx mfb. they are a little bit off, but not much)
Nice to see you guys are doing a lot of serious work figuring out all the details. I still wonder what the "monster health multiplier is for". Also, are there other shrines in the game besides the 4 you list? Or is that it?
I'm pretty sure the monster health multiplier determines how much health enemies have vs party size.
Correct.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Edited for clarification and corrected. Thanks.
1 Slot = 2x7 spaces. There are 5 slots per tab, and there are 5 tabs in total. 2*7*5*5 = 14 * 25 = 350.
I'm looking for "Mighty Blow" values (N monsters killed by one strike), Level 1-12 mostly to confirm my formula.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
You start with 2x7 (= one slot) initially. This is free. Each improvement (additional slot) costs gold (see above) and provides an additional 2x7 of chest inventory. These slots are account wide. There are 5 slots per tab and there are 5 tabs in total. So the maximum amount of room available is 2*7*5*5 = 14*25 = 350.
Shrines
Descrated Fortune Shrine => +25% magic and gold find (2 minute duration)
Descrated Frenzied Shrine => +25% attack speed and chance to crit (2 minute duration)
Descrated Blessed Shrine Shrine => Damage taken reduced by 25% (2 minute duration)
Descrated Enlightened Shrine => +25% experience (not working in beta)
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Thanks, but I did see your post at the top of the page. It seems unlikely that Blizz would use a formula to calculate everything else, but use a fixed table for crit %. I guess I'll have to wait until I get the full game and get some substantial data from leveling up and different gear, and hopefully I can figure this formula out.
Blizzard will be using plenty of tables in D3, trust me on this. They have in D2.
It's generally more effecient to just reference a table (costing a few hundred bytes of disk space) instead of using a 3-digit CPU cycle costing algorithm.
Concerning % to crit:
I dabbled a bit in Excel, and it seems that for a lvl 60 barb each point of precision will do almost nothing to raise your % to crit. The only info I have on a high lvl char is the one released from Blizzard with the "Stats Progression" caption, a lvl 60 female barb with 230 precision and 2.62% chance to crit. That means each point of precision adds 0.0114% to your chance to crit, which seems to be consistent with the data above for character levels 1-13.
Nice find, I forgot about that video (didn't know there was a HD version of that where you can actaully read the values). Anyway my estimate was around 0.01%. Glad to see I was close.
The almost meaningless effects of adding precision become even more ridiculous when you look at what you could be getting instead. For the almost 500 precision needed to add 5% crit chance you can instead get +500% damage (from +attack) or +500 vitality (not sure how much life this is, but I'm guessing it's either 1k or 2k life for a barb).
I have been saying this all along. Precision is very subpar at the moment, actually it's just outright bad.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Btw, has anybody been able to calculate the formula for critical hit percentage? If it's the same for all classes, the barb will have a hard time getting a high crit %
At the top of this page. The game appears to be using a precalculated table. So far nobody has figured out a formula that produces said constants, used for those few know champion levels we have from watching beta footage.
Rollback Post to RevisionRollBack
"Traitors! Even in death, the armies of Khanduras will still obey their king!"
Meh ... looks like lvl60 wizards hunters and doctors will need 2K precision to reach 100% crit .. how distressing.
Assuming the level 60 base modifier is .01, you'll need 1000 precision just to get +10% crit. If this is true I find Precision will be a very lackluster stat compared to the other three. Of course this all depends on the amount of crit you can get from items / abilities.
mlvl = monster level
clvl = character level
xp from items is added to the modified (by clvl-mlvl) base monster exp for clvl-mlvl<6. Otherwise it is not counted.
It has also come to my attention that a lower level hero grouping up with higher level heroes will get have severely reduced xp gain. The specifics as of now are unknown.
Source: mfb(indiablo.de), me & others
I think this is it. (Not 100% confirmed, but pretty sure.)
Graph (level 60: beta4, beta5)
I got my hand on +9 XP bonus items, so I could test some stuffs.
If you kill a Risen with Level 9 you get 4 base exp. Which is a 90% penalty for a 8 level difference. At level 1 they give 40 exp. Anyway the +XP items are not effected by this penaltly. Hence, after equipping I got 13 exp a kill. There formula is therefore...
I wonder where the bossmod comes in. I'll be testing some more.
Additionally there is usually +Wiz Damage% on wands. So 2 reasons not to pick a huge two-hander over a wand.
Source: Incgamers
Monk
Witch Doctor
Wizard, Demon Hunter
Barbarian
Unfortunately, the formula is off by +40 compared to this image, which is strange. (shown: 3072, expected: 3112)
Sources: mfb, Nicro
As we can see at 30 Vitality it is close to Health = 7 * Vit.
I also have this value, found in a youtube video. To me this appears to be based off Vitality independent of Level. As Vitality goes up (by whatever means: level, items) the benefit decreases from 8 * Vit -> 4 * Vit. This seems to be a counter messure to limit Vitality stacking. On the other hand, it's probably safe to say +health% items will still work as they used to (nvm, just got a few values. tnx mfb. they are a little bit off, but not much)
Source: base values
Correct.
1 Slot = 2x7 spaces. There are 5 slots per tab, and there are 5 tabs in total. 2*7*5*5 = 14 * 25 = 350.
I'm looking for "Mighty Blow" values (N monsters killed by one strike), Level 1-12 mostly to confirm my formula.
... and some additions by myself.
Monster Health Multiplier
Kill Series, Consecutive, "Massacre"
The "level" is determind at the end of the series.
Kill Series, One-Hit, "Mighty Blow"
The formula seems to match all values I have seen so far.
Afterwards it either rounded up or down, not sure by what rules.
Most of the data is from Force Videos.
Kill Series, Dungeon, ""
*work in progress*
Chest Improvements(onehit)
You start with 2x7 (= one slot) initially. This is free. Each improvement (additional slot) costs gold (see above) and provides an additional 2x7 of chest inventory. These slots are account wide. There are 5 slots per tab and there are 5 tabs in total. So the maximum amount of room available is 2*7*5*5 = 14*25 = 350.
Shrines
Blizzard will be using plenty of tables in D3, trust me on this. They have in D2.
It's generally more effecient to just reference a table (costing a few hundred bytes of disk space) instead of using a 3-digit CPU cycle costing algorithm.
Nice find, I forgot about that video (didn't know there was a HD version of that where you can actaully read the values). Anyway my estimate was around 0.01%. Glad to see I was close.
I have been saying this all along. Precision is very subpar at the moment, actually it's just outright bad.
At the top of this page. The game appears to be using a precalculated table. So far nobody has figured out a formula that produces said constants, used for those few know champion levels we have from watching beta footage.
Assuming the level 60 base modifier is .01, you'll need 1000 precision just to get +10% crit. If this is true I find Precision will be a very lackluster stat compared to the other three. Of course this all depends on the amount of crit you can get from items / abilities.
1000 Vitality = +4000 health
1000 Attack = +1000% damage
1000 Defense = +80% damage reduction
1000 Precision = +10% crit chance
Sources: German D2 board, Gamescon Video
These are the crit formulas for some levels 1-4, 9-11 and 13, 60.